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Undocumented TI-BASIC tricks
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Topic: Undocumented TI-BASIC tricks (Read 84175 times)
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necro
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Undocumented TI-BASIC tricks
«
on:
November 27, 2005, 01:29:00 pm »
any one think this should be the big talked about command in basic? It alows you to do all kinds of things, from self modifying code to very advanced optimisations.
Ok...this doesn't work...
Here, this one is a bit more complex example
You could store into String1 "1,16(A-1),16(B-1),2,16," and "0,0,0" into String3, and do an asm preproccess to take a matrix and make it into a string of "which pic to use, which row, and which column"
:For(A,0,4
:For(B,0,6
:real(String1+String2+String3
:End
:End
Fixed well...that would work...but it doens't use expr :dang:
************************************************
Ok, if enemy had a defense of 40, and was weak to fire...
"(1st:weak to fire?,2nd:Def,3rd=Health
"1,040,H"->String1
And if attacked
"weilding the Fire Sword of Bonus Damage"
"100*2("+sub(String1,1,1)+")-"+sub(String1,3,3)
expr(H-Ans
Well, that would do a bunch of crap...but H would be -160 as a result of "100*2(1)-040"... :imbeciles:
ok...that example was :beurk:
...but I hope you got the picture
well, discuss...
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DJ Omnimaga
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Undocumented TI-BASIC tricks
«
Reply #1 on:
November 27, 2005, 02:06:00 pm »
QuoteBegin-necro+27 November 2005, 19:29<table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>QUOTE</b> (necro @ 27 November 2005, 19:29)</td></tr><tr><td id="QUOTE">QuoteEBegin any one think this should be the big talked about command in basic?
«
Last Edit: February 24, 2012, 11:37:00 pm by DJ_O
»
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necro
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Undocumented TI-BASIC tricks
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Reply #2 on:
November 27, 2005, 02:14:00 pm »
yes...you could optimise a 16X16 basic tile mapper that way. (what I want help doing for LOZNA) Prgm stuff won't work...my bad ):
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Undocumented TI-BASIC tricks
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Reply #3 on:
November 27, 2005, 02:28:00 pm »
still pretty cool stuff
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necro
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Undocumented TI-BASIC tricks
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Reply #4 on:
November 27, 2005, 02:50:00 pm »
some one needs to add that to ti-os...
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Spellshaper
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Undocumented TI-BASIC tricks
«
Reply #5 on:
November 28, 2005, 03:11:00 am »
OMG I didn
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dragon__lance
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Undocumented TI-BASIC tricks
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Reply #6 on:
November 28, 2005, 10:33:00 am »
very nice necro, this should be really useful
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necro
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Undocumented TI-BASIC tricks
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Reply #7 on:
November 28, 2005, 11:04:00 am »
and I learned it just Friday...any ways, in rpg, this is a great way to add multipliers, resistances/weaknesses, etc...also, this could be quite useful in complex magic systems...all kinds of uses realy.
I am trying to find out what commands screw it up...so far, prgm***** ,asm(***** ,and real(xlibstuff***** commands.
OH...NOTE: real(string1 does work as a xlib command set...but if real is in expr("____" it will work like the normal math command
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Undocumented TI-BASIC tricks
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Reply #8 on:
November 28, 2005, 11:37:00 am »
very nice, I should try this out
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KermMartian
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Undocumented TI-BASIC tricks
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Reply #9 on:
November 28, 2005, 11:54:00 am »
wow, this is cool! I never thought to do that...
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DJ Omnimaga
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Undocumented TI-BASIC tricks
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Reply #10 on:
November 28, 2005, 12:00:00 pm »
seems like it might open a new door for self modifying code in BASIC
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necro
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Undocumented TI-BASIC tricks
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Reply #11 on:
November 28, 2005, 12:12:00 pm »
yep, I just hope it doesn't lead to overly complex/ unmanagable code
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Undocumented TI-BASIC tricks
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Reply #12 on:
November 28, 2005, 12:55:00 pm »
You guys figured this out just now? I've been using this for a year.
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DJ Omnimaga
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Undocumented TI-BASIC tricks
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Reply #13 on:
November 28, 2005, 01:09:00 pm »
what? you should have posted about it :?
maybe other ppl wanted to know a long time before :x
still cool though because I didnt knew about this
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dragon__lance
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Undocumented TI-BASIC tricks
«
Reply #14 on:
November 28, 2005, 04:08:00 pm »
i actually knew about it, just didn't exploit it to its full potential yet. Go Necro!! anyways, i use it in my zelda text decoder, (inspired by spellshapers) the first number in the screen is how much collums down will display text. thus, u can set up a text box using expr(.
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